Plan so far in text




1. Planning and Pre-Production

Conceptualization

  • Define your vision: How closely will your game follow the original Re:Digitise? Will there be new features or changes?

It will follow its own story taking inspiration fromRe:Digitise

The Game Will be both VR and Desktop compatible.

  • Identify your audience: Are you targeting fans of the original game, or creating something for a broader audience?

The audience is fans of digimon games.

Documentation

  • Game Design Document (GDD): Write down everything about the game—story, mechanics, art style, world layout, characters, Digimon progression, and more.

Story:

Kaito and Avea were invited to test out a new virtual reality headset called the Virtual Link. When they put it on they got transported into a new world can they get home or will this be a new beginning for them? They wake up in a house Greeted by the City's elder. They then get introduced to their partners. They then explore the city and see some damaged buildings. Elders tells them that the house they woke up in just is theirs to use while they find out if there is a way home and asks that they help get the citizens back to the city. as they explore and recruit citizens back more things open up to them there are 10 areas in this world each teaming with a different type of virtual mom and a powerful corrupted virtualmon that they have to take out to free the area and cleanse you have to beat each corrupted virtualmon and raise the city's population before you can unlock the next area.

ArtStyle:

A anime Style game

Mechanics:

World layout

Chartecters: 

M protag- Kaito, F protag- Avea

Virtualmon

Stage1:

Squishmon

Ragbunmon

Stage2:

Bunnymon

Stage3:

Stage4:

Stage5:

Stage6:

  • Asset List: Inventory of all assets (models, textures, animations, music, sound effects, etc.) you'll need.

Models

textures

animations

music

  • Development Plan: Outline the stages of development and prioritise tasks. Include a timeline.

  1. City outside

  2. Players house
  3. GYM
  4. Hospital
  5. Shop
  6. City arena
  7. Upgrade station
  8. Warehouse
  9. Farm
  10. Restaurant
  11. Elders house
  12. Area 1
  13. Area 2
  14. Area 3
  15. Area 4
  16. Area 5
  17. Area6
  18. Area 7
  19. Area 8
  20. Final arena that has 8 badges as a lock
  21. Post game area 1
  22. Post game area 2
  23. Post game area 3
  24. Post game area 4
  25. Post game final boss

2. Technology and Tools

Game Engine

  • Unity, Unity Editor, Asset management system, XR Toolkit

Development Tools

  • Programming: C#
  • Modelling: Blender, 
  • Texturing: krita

3. Game Mechanics

Core Mechanics

  • Virtualmon Training and Evolution: Implement systems for stats progression and evolution.
  • Combat: (Pokemon Legend Arceus like Battle System below)
  • Hunger and Care System: Include mechanics like feeding, discipline, and happiness to affect Digimon development.
  • Exploration: segmented areas. Include NPCs, items, and random encounters.

AI Systems

  • Virtualmon Behavior: Different Virtualmon behave differently depending on their personality and care level.
  • Enemy AI: For wild Virtualmon encounters.

UI/UX

  • Design menus for inventory(shown below), Digimon stats and training.

4. Art and Design

3D Models

  • Virtualmon models: High-quality, optimised, 
  • World design: Diverse and visually appealing maps for different biomes.
  • Characters: Protagonist and NPC designs.

Animations

  • Walking, running, combat, interacting with objects, evolution sequences.

Visual Effects

  • Effects for skills, attacks, environment interactions, and Digivolution.

5. Audio

Soundtrack

  • Music for exploration, battles, Evolution, and emotional moments.

Sound Effects

  • Footsteps, combat sounds, Virtualmon roars, menu clicks.

6. World and Narrative Design

Storyline

  • Write the story and quests. 
  • Include side quests and player choice elements.

Story Quests(to progress the story)

Side Quests (for Recruiting Virtualmon)

World Building

  • Create areas like villages, training grounds, dungeons, and wild zones.
  • Dynamic environments with day/night cycles or weather effects.

7. Technical Development

Game Systems

  • Save/Load System: Save Virtualmon stats, progress, and inventory.
  • Combat System: Implement core battle mechanics, including turn-based or real-time options.
  • World Interactions: Interaction systems for NPCs, objects, and puzzles.

Optimization

  • Performance: Ensure the game runs smoothly across devices (PC, VR).
  • Scalability: Design for future updates or content expansions.

8. Testing and QA

  • Regular playtesting to ensure mechanics, story, and systems work as intended.
  • Debugging to eliminate errors.
  • Feedback collection from beta testers.

9. Marketing and Distribution

  • Trailers and Screenshots: Showcase your game.
  • Community Building: Engage fans of the original game on social media and forums.
  • Distribution: Use platforms like Steam or itch.io for PC. For VR, consider Oculus or SteamVR.

Challenges and Tips

  • Scoping: Start small; don't aim to replicate every feature at once. Build a core game loop first.
  • Modularity: Create systems that are easy to expand or modify.
  • Community Feedback: Engage fans early for feedback

Pokemon Legend Arceus like Battle System

1.Core Mechanics

Turn-Based Action Order

  • Implement a turn order system, where Pokémon can act more than once depending on speed (like Agile or Strong style moves in Legends: Arceus).
  • Speed Stat Mechanics:
    • Calculate turn order dynamically based on the speed stat and modifiers.
    • Display a visible turn order UI (e.g., on the side of the screen) that updates as actions occur.

Battle Types

  • Wild Encounters: Players face wild Pokémon, able to catch or fight them.

2. Real-Time Integration

  • Allow the player to move the trainer character during battles.
    • This movement doesn’t affect gameplay mechanics but adds immersion.
  • Ensure player position affects certain animations, like throwing Poké Balls or giving commands.

3. Command System

  • Attack: Implement a list of moves for each Pokémon, with power, accuracy, and effects.
    • Include Strong Style and Agile Style variations:
      • Strong Style increases power but delays the next turn.
      • Agile Style reduces power but speeds up the next turn.
  • Items: Include a menu for battle items (Potions, Poké Balls, etc.).
  • Catch Mechanic: Allow the player to throw Poké Balls to catch wild Pokémon.
  • Run: Add an option to flee from wild encounters.

4. User Interface (UI)

  • Battle HUD: Display Pokémon HP, status effects, and moves.
  • Turn Order Display: Show which Pokémon will act next, with adjustments based on moves.
  • Move Info: When selecting a move, display details like type, power, accuracy, and effects.
  • Status Indicators: Show buffs, debuffs, or conditions (e.g., Paralysis, Burn).

5. Animation and Visual Effects

  • Battle Animations:
    • Animations for attacking, dodging, fainting, and status effects.
    • Include specific animations for Strong and Agile style moves.
  • Environmental Effects:
    • Design battles to reflect the surroundings (e.g., forest battles include trees and grass).
    • Include weather effects like rain or fog if they influence battles.

6. Pokémon AI

  • Wild Pokémon:
    • Decide moves based on player’s Pokémon stats, type matchups, or random selection.

8. Real-Time Battle Entry

  • When a Pokémon appears in the overworld, seamlessly transition into battle.
    • Pause the overworld systems and load the battle scene dynamically.
    • Return to the overworld after battle with updated stats or caught Pokémon.

9. Polishing

Sound and Music

  • Add distinct sound effects for attacks, fainting, and catching.
  • Use dynamic music that shifts between overworld and battle seamlessly.

Camera Work

  • Implement cinematic camera movements during attacks and actions.
  • Allow players to adjust the camera manually in real-time.

10. Testing

  • Balance Pokémon stats, move power, and battle mechanics for fair gameplay.
  • Debug edge cases like fainting multiple Pokémon at once or overlapping turns.

If you're using Unity, here's a high-level implementation structure:

  1. Battle Manager Script:
    • Controls the flow of battle, turn order, and interactions between Pokémon.
    • Example: Use a state machine for phases like Idle, Player Turn, Enemy Turn, and End Battle.
  2. Pokémon and Move Scripts:
    • Store Pokémon stats and moves as scriptable objects for easy reuse and modification.
  3. UI Integration:
    • Use Unity’s UI system to display battle elements dynamically.
  4. Animations and VFX:
    • Use Unity’s Animator and Particle Systems for move effects and Pokémon actions.

Let me know if you need more specific code examples or help with any part of the system!

Pokedex like system

Creating a Pokédex system is an essential feature for any Pokémon-like game. Here's a step-by-step guide to implement a Pokédex system:

1. Define the Scope

  • Decide how the Pokédex will function:
    • Will it display all Pokémon from the start, or only those the player has encountered?
    • Will it include additional data like habitat, type advantages, or evolution chains?
    • Will it show shiny versions, forms, or alternate appearances?

2. Data Structure

Virtualmon Database

Create a centralized database (e.g., a scriptable object, JSON, XML, or database file) to store Pokémon data.

Example Data Structure:

json

Copy code

[

  {

    "id": 1,

    "name": "Bulbasaur",

    "type": ["Grass", "Poison"],

    "description": "A strange seed was planted on its back at birth. The plant sprouts and grows with this Pokémon.",

    "height": 0.7,

    "weight": 6.9,

    "Model": "bulbasaur.OBJ",

    "encountered": false,

   },

  {

    "id": 2,

    "name": "Ivysaur",

    "type": ["Grass", "Poison"],

    "description": "When the bulb on its back grows large, it appears to lose the ability to stand on its hind legs.",

    "height": 1.0,

    "weight": 13.0,

    "Model": "ivysaur.obj",

    "encountered": false

}

]

  • Fields to Include:
    • id: Unique identifier.
    • name: Virtualmon name.
    • type: List of types.
    • description: Flavor text.
    • height and weight: Size and weight.
    • model: Image or 3D model reference.
    • encountered: Whether the player has seen this Virtualmon.

3. Backend Logic

Tracking Virtualmon

Create a dex Manager to handle Virtualmon encounters

Encounters

When a Virtualmon is encountered in the game, update its encountered status

4. User Interface (UI)

Design the dex Screen

  • Layout:
    • A grid or list view showing all Virtualmon the player has encountered.
    • Tabs or filters for sorting by type, caught, alphabetical, or number.
  • Details Panel:
    • Displays selected Virtualmon details: sprite, name, type, description, and stats.

Example Layout in Unity:

  • Use a Scroll View for the Virtualmon list.
  • Use Button Prefabs for each Virtualmon entry.
  • Create a Details Panel to display specific Virtualmon information when selected.

Displaying Pokémon Details

5. Saving and Loading

Ensure the player’s dex progress is saved:

  • Save encountered and caught statuses to a file or database.
  • Load the saved data when the game starts.

Example Save/Load Logic

6. Additional Features

Search and Filters

  • Add a search bar to look for Virtualmon by name.
  • Include filters for type, number, or caught status.

Sorting Options

  • Alphabetical order
  • Numerical order
  • Caught status

Dynamic Unlocking

  • Hide details (e.g., description, sprite) for Virtualmon that are not yet encountered.

7. Testing and Debugging

  • Test registering encounters and captures.
  • Test UI functionality (scrolling, filtering, displaying details).
  • Test save/load functionality to ensure progress is preserved.

Inventory system

1. Design the Inventory System

Features to Include

  • Categorized Items: Separate sections for consumables, equipment, key items, etc.
  • Item Stacking: Allow identical items to stack to save space.
  • Descriptions and Details: Show item names, icons, and descriptions.
  • Capacity Limit: Implement limits based on player progress (e.g., upgrading inventory size).

2. Set Up Data Structures

Scriptable Objects for Item Definitions

Use Scriptable Objects to define the properties of each item:

Inventory Slot

Define a class to hold item instances in the inventory:

Create a container to manage the player's inventory:

3. Create the UI

Grid Layout

  • Use a Grid Layout Group in Unity's Canvas to arrange item slots.
  • Each slot will display the item's icon, quantity, and provide interaction.

Slot Prefab

  1. Create a prefab for an inventory slot with:
    • Image: To show the item icon.
    • Text: To display the quantity.
    • Optional buttons for selecting or using items.
  2. Script to bind data to the UI:

4. Inventory Manager

Create a script to manage the inventory and handle interactions:

5. Integration

  1. Pickups: Add trigger colliders to items in the world and call AddItemToInventory when collected.
  2. Saving/Loading: Serialize the inventory data to save player progress.
  3. Usage: Add methods to use items (e.g., heal Digimon, unlock doors).

6. Enhance the System

  • Add drag-and-drop functionality for organizing items.
  • Implement item effects when used (e.g., restoring HP, boosting stats).
  • Introduce weight-based limitations instead of slot-based limits for a more immersive experience.

 Mini Games

GYM minigames

  1. Speed
  2. HP
  3. MP
  4. Attack
  5. SP Attack
  6. Defence
  7. SP Defence
  8. Intelligents 

Extra minigames

  1. Fissing - (free food)
  2. Tournaments -(for money)
  3. Farming -(Cheaper food)

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